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[2] [3] The game features several weapon and armor types, including Stalhrim Ice, Nordic Silver and Snow Wolf, with players able to complete a quest that provides access to non-player characters that can exchange weapons and armor from ice and pelts. [3] Bloodmoon introduces the ability for the player to become a werewolf. Encountering a ...
The exceptions are An Elder Scrolls Legend: Battlespire, which is set in a different dimension; portions of The Elder Scrolls IV: Oblivion and the entirety of its expansion, Shivering Isles, which take place in Oblivion; [94] quests in Oblivion during the Dawnguard and Dragonborn add-ons of The Elder Scrolls V: Skyrim; and further quests in ...
The Elder Scrolls II: Daggerfall was published in 1996, and it featured one of the first true 3D worlds on a large scale, with a game world claimed to be the size of Great Britain. [2] The Elder Scrolls III: Morrowind , released in 2002, saw a return to the old-style expansive and non-linear gameplay, and a shift towards individually detailed ...
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The Elder Scrolls IV: Oblivion is a 2006 action role-playing game developed by Bethesda Game Studios, and co-published by Bethesda Softworks and 2K Games.It is the fourth installment in The Elder Scrolls series, following 2002's The Elder Scrolls III: Morrowind, and was released for Microsoft Windows and Xbox 360 in 2006, followed by PlayStation 3 in 2007.
The Shadowfell contains the information a Dungeon Master needs to run adventures set in the plane known as the Shadowfell with details on locations such as the Darkreach Mountains, Dead Man's Cross and the House of Black Lanterns, Gloomwrought, Letherna, the Oblivion Bog, and Thyrin Gol. [1]
The Elder Scrolls II: Daggerfall is an open-world, action role-playing game published by Bethesda Softworks.The second video game in the Elder Scrolls series, it was released on September 20, 1996 for MS-DOS, following the success of 1994's The Elder Scrolls: Arena.
Charnel Houses of Europe: The Shoah relates the facts of The Holocaust and addresses the consequences in the setting of the flood of deaths on the Underworld. [1] As Guide du Rôliste Galactique notes, "It is necessary to differentiate the supernatural influences of the Dark World from historical reality: the creatures did not cause the Shoah in this universe, they only profited from it."